Steam overlay button added
1694058318 + Pressing controller platform specific home button now opens Steam overlay
Powers of Hex is a non-linear experience of classic 2D platformers. Play as Hex on a quest to obtain all 6 unique, magic powers from Elfvis.
| App ID | 2253370 |
|---|---|
| App type | Game |
| Developer | CoolJosh3k |
| Publisher | CoolJosh3k Games |
| Homepage | https://cooljosh3k.com/ |
| Release date | 2023-04-06 02:26 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/2253370 |
| Last store refresh | 6 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Powers_of_Hex.exe | windows | ||
| 1 | Powers of Hex.x86_64 | linux | ||
| 2 | Powers of Hex.app | macos |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:52 UTC | $1.99 | $1.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 20257125 | 2025-10-05 04:06 UTC | ||
| test | 20257125 | May contain traces of bug | 2025-10-05 03:33 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 2253374 | windows | 111.68 MB | 34.28 MB | 4189264690495814294 | branches: test | |
| 2253375 | linux | 123.31 MB | 34.39 MB | 5046902519994796299 | branches: test | |
| 2253376 | macos | 151.37 MB | 44.50 MB | 4364614322002502708 | branches: test |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 20257125 | public | 2025-10-05 04:06 UTC | 6 hours ago |
| 20257125 | test | 2025-10-05 03:33 UTC | 6 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:46 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
1694058318 + Pressing controller platform specific home button now opens Steam overlay
1687284070 * Fixed ladders in time stage still pulling the player upward while time power is active
1683681346 + Added stage difficulty descriptors to level select * Optimised collision detection for honey blob enemies * Fixed an issue where the player could still be knocked off the ladder while using the shield power (thanks maildisposal) * Slightly increased horizontal range for grabbing ladders
1681872169 * Fixed flicker effect from taking damage not working under certain circumstances due to using the wrong main loop cycle * Moved the first spawn of fire stage spawn to the left and replaced original location with some magic restoration drops * Camera horizontal position can no longer be incorrect on first load of fire stage due to new first respawn location * Maximised window screen mode will now force and maintain aspect ratio 1682478714 + Added code check for when save manager first wakes * Changed save data delete text from "delete" to "reset"
1681204565 + * Fixed some enemies misbehaving in final stage to missing tile flags - Removed some uneeded tile flags from the final stage - Replaced some unreachable spikes in the final stage with water to fix some enemy behaviour appearence - Removed misplaced solid tile in final stage - Remove a badly placed stone time at the first spawn in nature stage
Just shy of 3 months of Early Access, I am proud of have Powers of Hex as a fully release game along side my previous game, Thibalryn. It may have been a while since you last played, so I suggest you check out the music for each stage and try beating a boss you previous had not reached. For achievements to retroactively unlock, either acquire a new magic power, an upgrade or just die to anything. --- Special thanks to: AmethystDragon10: Some early testing and feedback. Someone to talk to on occasion. VertPlaysGames: Early video coverage on their Youtube channel. Supportive and great to talk to
1680672262 + Added title screen tune + Added level select ambience sound * Stage music now starts 5 seconds sooner * Music now only attempts to play on stage scenes and title scene
Unless some final changes are made, this is the same version as what will be published as the full release. The final stage is now available to be played! For those who actually already have obtained all 6 powers, just load up your game as normal and the final stage will be there for you instead of the normal stages. 1680158978 + Added tile layout for final boss room + Finished layout of final stage + Boss projectile speed is now modified slightly be the bosses movement direction + Added error catchment code to boss projectile spawning + Modified boss behavior settings for final boss + Added l
1679645698 + Final stage death screen now shows '?' lives too + Lots more work done on final stage + Created shadow variant of bomb box enemy + Drop spider tile flags updated to include "solid special 1" and "special 1" + Crawler tile flags updated to include "solid special 1" and "special 1" + Leaper tile flags updated to include "special 1" + IceBlock entities are now tagged as such + Added final super secret upgrade potion + Pickups will now perform collision detection against more types of solid tiles + Added object activation partitioning to final stage to improve performance * Fixed bomb
Apologies for this mistake. Keeping as promised, no save files were harmed in this incident. 1678853635 + Added magic refill pickup to start of final stage * Casual difficulty is now treated as the default fallback for starting lives * Fixed dev mode not granting infinite lives and magic refills on non-PC platforms * Fixed dev code not checking for matching byte, resulting in generating infinite lives and magic refills for normal gameplay
1678764177 + Added missing animation to game over screen * Fixed respawn markers not rendering
1678424442 + Added copy of palette addresses to be used for reversion after colour cycling + Access to final stage is now accessible from the level selection screen when all powers are acquired + Difficulty options on title screen now flash while selected + Added extra sprite for display on final boss pickup popup + Started adding shadow stage content * Adjusted horizontal alignment of '?' glyph * Developer mode now activates only on * Developer mode usage is now tracked in the save file rather than play session * Developer mode usage is now technically possible on non-PC platforms * Fixed an
1677731574 + Added Cloud Saving support * Fixed missing preprocessor directive for conditional compilation of platform specific screen options menu elements * Balanced all music to approximately the same volume level
1677217044 + Added respawn location marker + Music now fades out when loading + Music now fades out on game over + Added music to electric stage * Fixed copyright and version text on title screen using the wrong colour * Fixed title screen projectile not moving to selected difficulty y position * Fixed an null reference when music fade out routine was executing * Music fade duration can now be set when routine is called * Updated Unity Engine to 2020.3.45f1 * Fixed first load scene still trying to run title script
For this patch I have added the selector for those who wish to experiment with a different difficulty level. Normal is what you'd have been playing before, with the changes being simple like take less/more damage or more complicated like less/more saw blades in the metal stage. If you have already started a game, you can still change your difficulty settings at any time by just returning to the main menu. There was also a small issue where some potions in the ice stage would magically transform a different effect when loading another stage. This is now resolved and will automatically be correc
Full appinfo as delivered by Steam PICS, changenumber 36061716. Also at /api/app/2253370/raw.
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